Change Log

Alterations:

Added a slight bonus to the jump that you do at the end of a roll to more nicely be able to climb 128 high ramps

New actor: Boom!

New actor. Wasp!

New actor: Fly!

New actor: Skullfish!

Walking reduces speed less when above max and rolling up slopes should be less slippery and stopping while fast should be less sudden and more nice!

Improved reflect so that it more nicely reflects bullets back

Tweaked the punch origin position which made it feel better both in regards to roll punching and for hitting incoming grenades as well as bullets. It can now rather nicely punch plasma balls as well as slugger bullets if you time it correctly.

Tweaked the predator AI to attack in bursts with pauses in between to make the combat with them more interesting and predictable.

Added a skill variable to ai settings on spawners. It controls the general performance of the ai in regards to response times, shooting, rolldodging and much more.

You can now carry max 3 different types of throwables, similar to ranged weapons.

Small gameplay improvements to sandy challenge maps

rolling amount is now directly connected to how much you spin which should make it more clear.

Improved air roll landing behaviour to be more smooth

Jump can now be aborted/interrupted mid jump by releasing jump. Jump is also slightly higher. You can also always jump-kick/double jump, running first makes it stronger.

New Game Mode: TEAM-STRIKE: Round-based team versus. Always 4 on 4, take over bots when you die, economy system and actor selection between each round with different classes and levels!

Survival very much reworked! Gambling, dynamic shop. waves and an actual end!

Bots now have a setting for their skill level, also an option to automatically adjust bot skills.

Spiked mines only detonate on enemies and also blink more aggressively when you approach it.

removed reloading/switching weapon penalties.

Completely reworked the combo/scoring system.

Plasma is now deflectable, but still does damage and heat. More consistent!

Missiles now get pushed around like grenades when shot. More consistent!

Weaving nut and Fresh meat now spawns a temporary spikebird and hamster.

Improved auto-aiming accuracy during bullet time effect and while using scopes.

Rebalanced bullet time factors for plasma and gyrojet.

Removed the big tile rose selector. Now it only works while hovering to replace tiles. It was getting out of hand loading wise and it was fairly unusable anyway. It was more commonly pressed accidentally which would hang the editor in a huge load.

Improved explosion feedback, clearer range of effect.

Explosives now also stun for a short while at a larger range than their damage. Force/stun from explosions range increased.

Explosives now has an exponential damage curve instead of binary damage.

Plasma weapons have been reworked and rebalanced. Instead of overheating and cooling down, it now charges up so that the first shots are more powerful. Indicated by sound and visuals

Rebalanced slugger weapons to have a clearer role. High rate of fire, less max ammo, more punch in deflect countering, slightly slightly longer range, Clearer visuals.

Added a slight bonus to the jump that you do at the end of a roll to more nicely be able to climb 128 high ramps

New actor: Boom!

New actor. Wasp!

New actor: Fly!

New actor: Skullfish!

Walking not reduces speed less when above max and rolling up slopes should be less slippery and stopping while fast should be less sudden and more nice!

Improved reflect so that it more nicely reflects bullets back

Tweaked the punch origin position which made it feel better both in regards to roll punching and for hitting incoming grenades as well as bullets. It can now rather nicely punch plasma balls as well as slugger bullets if you time it correctly.

Tweaked the predator AI to attack in bursts in pauses in between to make the combat with them more interesting and predictable.

Added a skill variable to ai settings on spawners. It controls the general performance of the ai in regards to response times, shooting, rolldodging and much more.

You can now carry max 3 different types of throwables, similar to ranged weapons.

Small gameplay improvements to sandy challenge maps

rolling amount if not directly connected to how much you spin which should make it more clear.

Improved air roll landing behaviour to be more smooth

Jump can now be aborted/interrupted mid jump by releasing jump. Jump is also slightly higher. You can also always jump-kick/double jump, running first makes it stronger.

New Game Mode: TEAM-STRIKE: Round-based team versus. Always 4 on 4, take over bots when you die, economy system and actor selection between each round with different classes and levels!

Bots now have a setting for their skill level, also an option to automatically adjust bot skills.

Spiked mines only detonate on enemies and also blink more aggressively when you approach it.

removed reloading/switching weapon penalties.

Completely reworked the combo/scoring system.

Plasma is now deflectable, but still does damage and heat. More consistent!

Missiles now get pushed around like grenades when shot. More consistent!

Weaving nut and Fresh meat now spawns a temporary spikebird and hamster.

Improved auto-aiming accuracy during bullet time effect and while using scopes.

Rebalanced bullet time factors for plasma and gyrojet.

Removed the big tile rose selector. Now it only works while hovering to replace tiles. It was getting out of hand loading wise and it was fairly unusable anyway. It was more commonly pressed accidentally which would hang the editor in a huge load.

Improved explosion feedback, clearer range of effect.

Explosives now also stun for a short while at a larger range than their damage. Force/stun from explosions range increased.

Explosives now has an exponential damage curve instead of binary damage.

Plasma has been reworked and rebalanced. Instead of overheating and cooling down, it not charges up so that the first shots are more powerful.

Rebalanced slugger weapons to have a clearer role. High rate of fire, less max ammo, more punch in deflect countering, slightly slightly longer range, Clearer visuals.

I keep having this problem with the Switcheroo.exe. When I run it, it just says “This version of the file is not compatible with the version of Windows you are running”. Quite frustrating, please help me with this!

Hey Guys, thx for the update!
New Gamemode is great and the menu looks more clear!
The only problem is that the game is extremely unstable:
Die three times in a combat challenge? crash!
Wanna change bot in Team Strike? crash!
What about the editor? Crashing out your mind!
I know that you’re in Alpha, but this version needs bugfixes.

Lua: A Lua script error has occurred!
Lua: Press #4CTRL+R#7 to reset the script parser
Lua: A screenshot of this error has been saved
Lua:
Lua: [string "$GAME_RESOURCES$/daisyMoon/controller.lua"]:0: bad argument #1 to ‘pairs’ (table expected, got boolean)
Lua: #6(2)#7 global C function ‘pairs’
Lua: #6(3)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/controller.lua"] at line 0
Lua: #6(4)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/controller.lua"] at line 0
Lua: #6(5)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/input.lua"] at line 0
Lua: #6(6)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/input.lua"] at line 0
Lua: #6(7)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/input.lua"] at line 0
Lua: #6(8)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/input.lua"] at line 0
Lua: #6(9)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/player.lua"] at line 0
Lua: #6(10)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/player.lua"] at line 0
Lua: #6(11)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/game.lua"] at line 0
Lua: #6(12)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/playState.lua"] at line 0
Lua: #6(13)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/game.lua"] at line 0
Lua: #6(14)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/game.lua"] at line 0
Lua: #6(15)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/playState.lua"] at line 0
Lua: #6(16)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/lib/stateManager.lua"] at line 0
Lua: #6(17)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/mainApp.lua"] at line 0
Lua: #6(18)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/main.lua"] at line 0
Lua: #6(19)#7 Lua function ‘hook’ at line 32 of chunk ‘#6 print = da…#7′

I tried downloading the v123 update but every time after I finish downloading the whole thing it says restart. The restart button just closed out the game. I tried restarting my whole computer (mac) when the restart button appeared as suggested but when I tried to open up the game again, it was as if I never updated it and it asked me if I wanted to update it again. I have updated the game like 6 times what do I do?

but i got disappointed what happened to the survival Two Thinks -)
Yeahh its something diferent but its feels like Limited too much (timed)
the previous Survival Was a WAY Better free as long as you survive they should re-add as little diferent mode

I want to play on survive and i chose play i have crash
Lua: [string "$GAME_RESOURCES$/daisyMoon/controller.lua"]:0: bad argument #1 to ‘pairs’ (table expected, got boolean)
Lua: #6(2)#7 global C function ‘pairs’
Lua: #6(3)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/controller.lua"] at line 0
Lua: #6(4)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/controller.lua"] at line 0
Lua: #6(5)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/input.lua"] at line 0
Lua: #6(6)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/input.lua"] at line 0
Lua: #6(7)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/controller.lua"] at line 0
Lua: #6(8)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/inputState.lua"] at line 0
Lua: #6(9)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/dashmenu.lua"] at line 0
Lua: #6(10)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/lib/stateManager.lua"] at line 0
Lua: #6(11)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/main.lua"] at line 0
Lua: #6(12)#7 Lua function ‘hook’ at line 32 of chunk ‘#6 print = da…#7′